mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-11 02:28:18 +00:00
1131 lines
36 KiB
C++
1131 lines
36 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <engine/editor.h>
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#include <engine/engine.h>
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#include <engine/friends.h>
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#include <engine/graphics.h>
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#include <engine/textrender.h>
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#include <engine/demo.h>
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#include <engine/map.h>
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#include <engine/storage.h>
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#include <engine/sound.h>
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#include <engine/serverbrowser.h>
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#include <engine/shared/demo.h>
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#include <engine/shared/config.h>
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#include <game/generated/protocol.h>
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#include <game/generated/client_data.h>
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#include <game/localization.h>
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#include <game/version.h>
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#include "render.h"
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#include "gameclient.h"
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#include "components/binds.h"
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#include "components/broadcast.h"
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#include "components/camera.h"
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#include "components/chat.h"
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#include "components/console.h"
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#include "components/controls.h"
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#include "components/countryflags.h"
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#include "components/damageind.h"
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#include "components/debughud.h"
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#include "components/effects.h"
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#include "components/emoticon.h"
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#include "components/flow.h"
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#include "components/hud.h"
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#include "components/items.h"
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#include "components/killmessages.h"
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#include "components/mapimages.h"
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#include "components/maplayers.h"
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#include "components/menus.h"
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#include "components/motd.h"
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#include "components/particles.h"
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#include "components/players.h"
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#include "components/nameplates.h"
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#include "components/scoreboard.h"
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#include "components/skins.h"
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#include "components/sounds.h"
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#include "components/spectator.h"
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#include "components/voting.h"
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CGameClient g_GameClient;
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// instanciate all systems
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static CKillMessages gs_KillMessages;
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static CCamera gs_Camera;
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static CChat gs_Chat;
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static CMotd gs_Motd;
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static CBroadcast gs_Broadcast;
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static CGameConsole gs_GameConsole;
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static CBinds gs_Binds;
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static CParticles gs_Particles;
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static CMenus gs_Menus;
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static CSkins gs_Skins;
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static CCountryFlags gs_CountryFlags;
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static CFlow gs_Flow;
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static CHud gs_Hud;
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static CDebugHud gs_DebugHud;
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static CControls gs_Controls;
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static CEffects gs_Effects;
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static CScoreboard gs_Scoreboard;
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static CSounds gs_Sounds;
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static CEmoticon gs_Emoticon;
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static CDamageInd gsDamageInd;
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static CVoting gs_Voting;
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static CSpectator gs_Spectator;
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static CPlayers gs_Players;
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static CNamePlates gs_NamePlates;
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static CItems gs_Items;
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static CMapImages gs_MapImages;
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static CMapLayers gs_MapLayersBackGround(CMapLayers::TYPE_BACKGROUND);
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static CMapLayers gs_MapLayersForeGround(CMapLayers::TYPE_FOREGROUND);
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CGameClient::CStack::CStack() { m_Num = 0; }
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void CGameClient::CStack::Add(class CComponent *pComponent) { m_paComponents[m_Num++] = pComponent; }
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const char *CGameClient::Version() { return GAME_VERSION; }
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const char *CGameClient::NetVersion() { return GAME_NETVERSION; }
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const char *CGameClient::GetItemName(int Type) { return m_NetObjHandler.GetObjName(Type); }
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void CGameClient::OnConsoleInit()
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{
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m_pEngine = Kernel()->RequestInterface<IEngine>();
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m_pClient = Kernel()->RequestInterface<IClient>();
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m_pGraphics = Kernel()->RequestInterface<IGraphics>();
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m_pTextRender = Kernel()->RequestInterface<ITextRender>();
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m_pSound = Kernel()->RequestInterface<ISound>();
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m_pInput = Kernel()->RequestInterface<IInput>();
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m_pConsole = Kernel()->RequestInterface<IConsole>();
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m_pStorage = Kernel()->RequestInterface<IStorage>();
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m_pDemoPlayer = Kernel()->RequestInterface<IDemoPlayer>();
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m_pDemoRecorder = Kernel()->RequestInterface<IDemoRecorder>();
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m_pServerBrowser = Kernel()->RequestInterface<IServerBrowser>();
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m_pEditor = Kernel()->RequestInterface<IEditor>();
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m_pFriends = Kernel()->RequestInterface<IFriends>();
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// setup pointers
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m_pBinds = &::gs_Binds;
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m_pGameConsole = &::gs_GameConsole;
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m_pParticles = &::gs_Particles;
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m_pMenus = &::gs_Menus;
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m_pSkins = &::gs_Skins;
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m_pCountryFlags = &::gs_CountryFlags;
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m_pChat = &::gs_Chat;
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m_pFlow = &::gs_Flow;
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m_pCamera = &::gs_Camera;
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m_pControls = &::gs_Controls;
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m_pEffects = &::gs_Effects;
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m_pSounds = &::gs_Sounds;
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m_pMotd = &::gs_Motd;
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m_pDamageind = &::gsDamageInd;
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m_pMapimages = &::gs_MapImages;
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m_pVoting = &::gs_Voting;
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m_pScoreboard = &::gs_Scoreboard;
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m_pItems = &::gs_Items;
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m_pMapLayersBackGround = &::gs_MapLayersBackGround;
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m_pMapLayersForeGround = &::gs_MapLayersForeGround;
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// make a list of all the systems, make sure to add them in the corrent render order
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m_All.Add(m_pSkins);
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m_All.Add(m_pCountryFlags);
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m_All.Add(m_pMapimages);
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m_All.Add(m_pEffects); // doesn't render anything, just updates effects
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m_All.Add(m_pParticles);
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m_All.Add(m_pBinds);
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m_All.Add(m_pControls);
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m_All.Add(m_pCamera);
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m_All.Add(m_pSounds);
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m_All.Add(m_pVoting);
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m_All.Add(m_pParticles); // doesn't render anything, just updates all the particles
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m_All.Add(&gs_MapLayersBackGround); // first to render
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m_All.Add(&m_pParticles->m_RenderTrail);
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m_All.Add(m_pItems);
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m_All.Add(&gs_Players);
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m_All.Add(&gs_MapLayersForeGround);
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m_All.Add(&m_pParticles->m_RenderExplosions);
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m_All.Add(&gs_NamePlates);
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m_All.Add(&m_pParticles->m_RenderGeneral);
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m_All.Add(m_pDamageind);
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m_All.Add(&gs_Hud);
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m_All.Add(&gs_Spectator);
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m_All.Add(&gs_Emoticon);
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m_All.Add(&gs_KillMessages);
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m_All.Add(m_pChat);
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m_All.Add(&gs_Broadcast);
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m_All.Add(&gs_DebugHud);
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m_All.Add(&gs_Scoreboard);
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m_All.Add(m_pMotd);
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m_All.Add(m_pMenus);
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m_All.Add(m_pGameConsole);
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// build the input stack
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m_Input.Add(&m_pMenus->m_Binder); // this will take over all input when we want to bind a key
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m_Input.Add(&m_pBinds->m_SpecialBinds);
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m_Input.Add(m_pGameConsole);
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m_Input.Add(m_pChat); // chat has higher prio due to tha you can quit it by pressing esc
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m_Input.Add(m_pMotd); // for pressing esc to remove it
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m_Input.Add(m_pMenus);
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m_Input.Add(&gs_Spectator);
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m_Input.Add(&gs_Emoticon);
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m_Input.Add(m_pControls);
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m_Input.Add(m_pBinds);
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// add the some console commands
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Console()->Register("team", "i", CFGFLAG_CLIENT, ConTeam, this, "Switch team");
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Console()->Register("kill", "", CFGFLAG_CLIENT, ConKill, this, "Kill yourself");
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// register server dummy commands for tab completion
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Console()->Register("tune", "si", CFGFLAG_SERVER, 0, 0, "Tune variable to value");
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Console()->Register("tune_reset", "", CFGFLAG_SERVER, 0, 0, "Reset tuning");
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Console()->Register("tune_dump", "", CFGFLAG_SERVER, 0, 0, "Dump tuning");
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Console()->Register("change_map", "?r", CFGFLAG_SERVER, 0, 0, "Change map");
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Console()->Register("restart", "?i", CFGFLAG_SERVER, 0, 0, "Restart in x seconds");
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Console()->Register("broadcast", "r", CFGFLAG_SERVER, 0, 0, "Broadcast message");
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Console()->Register("say", "r", CFGFLAG_SERVER, 0, 0, "Say in chat");
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Console()->Register("set_team", "ii?i", CFGFLAG_SERVER, 0, 0, "Set team of player to team");
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Console()->Register("set_team_all", "i", CFGFLAG_SERVER, 0, 0, "Set team of all players to team");
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Console()->Register("add_vote", "sr", CFGFLAG_SERVER, 0, 0, "Add a voting option");
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Console()->Register("remove_vote", "s", CFGFLAG_SERVER, 0, 0, "remove a voting option");
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Console()->Register("force_vote", "ss?r", CFGFLAG_SERVER, 0, 0, "Force a voting option");
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Console()->Register("clear_votes", "", CFGFLAG_SERVER, 0, 0, "Clears the voting options");
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Console()->Register("vote", "r", CFGFLAG_SERVER, 0, 0, "Force a vote to yes/no");
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// propagate pointers
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m_UI.SetGraphics(Graphics(), TextRender());
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m_RenderTools.m_pGraphics = Graphics();
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m_RenderTools.m_pUI = UI();
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for(int i = 0; i < m_All.m_Num; i++)
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m_All.m_paComponents[i]->m_pClient = this;
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// let all the other components register their console commands
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for(int i = 0; i < m_All.m_Num; i++)
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m_All.m_paComponents[i]->OnConsoleInit();
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//
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Console()->Chain("player_name", ConchainSpecialInfoupdate, this);
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Console()->Chain("player_clan", ConchainSpecialInfoupdate, this);
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Console()->Chain("player_country", ConchainSpecialInfoupdate, this);
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Console()->Chain("player_use_custom_color", ConchainSpecialInfoupdate, this);
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Console()->Chain("player_color_body", ConchainSpecialInfoupdate, this);
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Console()->Chain("player_color_feet", ConchainSpecialInfoupdate, this);
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Console()->Chain("player_skin", ConchainSpecialInfoupdate, this);
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//
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m_SuppressEvents = false;
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}
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void CGameClient::OnInit()
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{
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int64 Start = time_get();
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// set the language
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g_Localization.Load(g_Config.m_ClLanguagefile, Storage(), Console());
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// TODO: this should be different
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// setup item sizes
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for(int i = 0; i < NUM_NETOBJTYPES; i++)
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Client()->SnapSetStaticsize(i, m_NetObjHandler.GetObjSize(i));
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// load default font
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static CFont *pDefaultFont = 0;
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char aFilename[512];
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IOHANDLE File = Storage()->OpenFile("fonts/DejaVuSans.ttf", IOFLAG_READ, IStorage::TYPE_ALL, aFilename, sizeof(aFilename));
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if(File)
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{
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io_close(File);
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pDefaultFont = TextRender()->LoadFont(aFilename);
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TextRender()->SetDefaultFont(pDefaultFont);
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}
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if(!pDefaultFont)
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Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "gameclient", "failed to load font. filename='fonts/DejaVuSans.ttf'");
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// init all components
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for(int i = m_All.m_Num-1; i >= 0; --i)
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m_All.m_paComponents[i]->OnInit();
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// setup load amount// load textures
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for(int i = 0; i < g_pData->m_NumImages; i++)
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{
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g_pData->m_aImages[i].m_Id = Graphics()->LoadTexture(g_pData->m_aImages[i].m_pFilename, IStorage::TYPE_ALL, CImageInfo::FORMAT_AUTO, 0);
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g_GameClient.m_pMenus->RenderLoading();
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}
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for(int i = 0; i < m_All.m_Num; i++)
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m_All.m_paComponents[i]->OnReset();
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int64 End = time_get();
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char aBuf[256];
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str_format(aBuf, sizeof(aBuf), "initialisation finished after %.2fms", ((End-Start)*1000)/(float)time_freq());
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Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "gameclient", aBuf);
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m_ServerMode = SERVERMODE_PURE;
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}
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void CGameClient::DispatchInput()
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{
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// handle mouse movement
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float x = 0.0f, y = 0.0f;
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Input()->MouseRelative(&x, &y);
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if(x != 0.0f || y != 0.0f)
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{
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for(int h = 0; h < m_Input.m_Num; h++)
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{
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if(m_Input.m_paComponents[h]->OnMouseMove(x, y))
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break;
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}
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}
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// handle key presses
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for(int i = 0; i < Input()->NumEvents(); i++)
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{
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IInput::CEvent e = Input()->GetEvent(i);
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for(int h = 0; h < m_Input.m_Num; h++)
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{
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if(m_Input.m_paComponents[h]->OnInput(e))
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{
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//dbg_msg("", "%d char=%d key=%d flags=%d", h, e.ch, e.key, e.flags);
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break;
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}
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}
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}
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// clear all events for this frame
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Input()->ClearEvents();
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}
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int CGameClient::OnSnapInput(int *pData)
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{
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return m_pControls->SnapInput(pData);
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}
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void CGameClient::OnConnected()
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{
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m_Layers.Init(Kernel());
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m_Collision.Init(Layers());
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RenderTools()->RenderTilemapGenerateSkip(Layers());
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for(int i = 0; i < m_All.m_Num; i++)
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{
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m_All.m_paComponents[i]->OnMapLoad();
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m_All.m_paComponents[i]->OnReset();
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}
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CServerInfo CurrentServerInfo;
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Client()->GetServerInfo(&CurrentServerInfo);
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m_ServerMode = SERVERMODE_PURE;
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m_LastSendInfo = 0;
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// send the inital info
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SendInfo(true);
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}
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void CGameClient::OnReset()
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{
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// clear out the invalid pointers
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m_LastNewPredictedTick = -1;
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mem_zero(&g_GameClient.m_Snap, sizeof(g_GameClient.m_Snap));
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for(int i = 0; i < MAX_CLIENTS; i++)
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m_aClients[i].Reset();
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for(int i = 0; i < m_All.m_Num; i++)
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m_All.m_paComponents[i]->OnReset();
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m_DemoSpecID = SPEC_FREEVIEW;
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m_FlagDropTick[TEAM_RED] = 0;
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m_FlagDropTick[TEAM_BLUE] = 0;
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m_Tuning = CTuningParams();
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}
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void CGameClient::UpdatePositions()
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{
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// local character position
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if(g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
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{
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if(!m_Snap.m_pLocalCharacter || (m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
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{
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// don't use predicted
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}
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else
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m_LocalCharacterPos = mix(m_PredictedPrevChar.m_Pos, m_PredictedChar.m_Pos, Client()->PredIntraGameTick());
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}
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else if(m_Snap.m_pLocalCharacter && m_Snap.m_pLocalPrevCharacter)
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{
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m_LocalCharacterPos = mix(
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vec2(m_Snap.m_pLocalPrevCharacter->m_X, m_Snap.m_pLocalPrevCharacter->m_Y),
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vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y), Client()->IntraGameTick());
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}
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// spectator position
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if(m_Snap.m_SpecInfo.m_Active)
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{
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if(Client()->State() == IClient::STATE_DEMOPLAYBACK && DemoPlayer()->GetDemoType() == IDemoPlayer::DEMOTYPE_SERVER &&
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m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW)
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{
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m_Snap.m_SpecInfo.m_Position = mix(
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vec2(m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Prev.m_X, m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Prev.m_Y),
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vec2(m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Cur.m_X, m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Cur.m_Y),
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Client()->IntraGameTick());
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m_Snap.m_SpecInfo.m_UsePosition = true;
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}
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else if(m_Snap.m_pSpectatorInfo && (Client()->State() == IClient::STATE_DEMOPLAYBACK || m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW))
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{
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if(m_Snap.m_pPrevSpectatorInfo)
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m_Snap.m_SpecInfo.m_Position = mix(vec2(m_Snap.m_pPrevSpectatorInfo->m_X, m_Snap.m_pPrevSpectatorInfo->m_Y),
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vec2(m_Snap.m_pSpectatorInfo->m_X, m_Snap.m_pSpectatorInfo->m_Y), Client()->IntraGameTick());
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else
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m_Snap.m_SpecInfo.m_Position = vec2(m_Snap.m_pSpectatorInfo->m_X, m_Snap.m_pSpectatorInfo->m_Y);
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m_Snap.m_SpecInfo.m_UsePosition = true;
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}
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}
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}
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static void Evolve(CNetObj_Character *pCharacter, int Tick)
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{
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CWorldCore TempWorld;
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CCharacterCore TempCore;
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mem_zero(&TempCore, sizeof(TempCore));
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TempCore.Init(&TempWorld, g_GameClient.Collision());
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TempCore.Read(pCharacter);
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while(pCharacter->m_Tick < Tick)
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{
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pCharacter->m_Tick++;
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TempCore.Tick(false);
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TempCore.Move();
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TempCore.Quantize();
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}
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TempCore.Write(pCharacter);
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}
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void CGameClient::OnRender()
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{
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/*Graphics()->Clear(1,0,0);
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menus->render_background();
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return;*/
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/*
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Graphics()->Clear(1,0,0);
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Graphics()->MapScreen(0,0,100,100);
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Graphics()->QuadsBegin();
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Graphics()->SetColor(1,1,1,1);
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Graphics()->QuadsDraw(50, 50, 30, 30);
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Graphics()->QuadsEnd();
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return;*/
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// update the local character and spectate position
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UpdatePositions();
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// dispatch all input to systems
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DispatchInput();
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|
|
// render all systems
|
|
for(int i = 0; i < m_All.m_Num; i++)
|
|
m_All.m_paComponents[i]->OnRender();
|
|
|
|
// clear new tick flags
|
|
m_NewTick = false;
|
|
m_NewPredictedTick = false;
|
|
|
|
// check if client info has to be resent
|
|
if(m_LastSendInfo && Client()->State() == IClient::STATE_ONLINE && !m_pMenus->IsActive() && m_LastSendInfo+time_freq()*5 < time_get())
|
|
{
|
|
// resend if client info differs
|
|
if(str_comp(g_Config.m_PlayerName, m_aClients[m_Snap.m_LocalClientID].m_aName) ||
|
|
str_comp(g_Config.m_PlayerClan, m_aClients[m_Snap.m_LocalClientID].m_aClan) ||
|
|
g_Config.m_PlayerCountry != m_aClients[m_Snap.m_LocalClientID].m_Country ||
|
|
str_comp(g_Config.m_PlayerSkin, m_aClients[m_Snap.m_LocalClientID].m_aSkinName) ||
|
|
(m_Snap.m_pGameInfoObj && !(m_Snap.m_pGameInfoObj->m_GameFlags&GAMEFLAG_TEAMS) && // no teamgame?
|
|
(g_Config.m_PlayerUseCustomColor != m_aClients[m_Snap.m_LocalClientID].m_UseCustomColor ||
|
|
g_Config.m_PlayerColorBody != m_aClients[m_Snap.m_LocalClientID].m_ColorBody ||
|
|
g_Config.m_PlayerColorFeet != m_aClients[m_Snap.m_LocalClientID].m_ColorFeet)))
|
|
{
|
|
SendInfo(false);
|
|
}
|
|
m_LastSendInfo = 0;
|
|
}
|
|
}
|
|
|
|
void CGameClient::OnRelease()
|
|
{
|
|
// release all systems
|
|
for(int i = 0; i < m_All.m_Num; i++)
|
|
m_All.m_paComponents[i]->OnRelease();
|
|
}
|
|
|
|
void CGameClient::OnMessage(int MsgId, CUnpacker *pUnpacker)
|
|
{
|
|
// special messages
|
|
if(MsgId == NETMSGTYPE_SV_EXTRAPROJECTILE)
|
|
{
|
|
int Num = pUnpacker->GetInt();
|
|
|
|
for(int k = 0; k < Num; k++)
|
|
{
|
|
CNetObj_Projectile Proj;
|
|
for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
|
|
((int *)&Proj)[i] = pUnpacker->GetInt();
|
|
|
|
if(pUnpacker->Error())
|
|
return;
|
|
|
|
g_GameClient.m_pItems->AddExtraProjectile(&Proj);
|
|
}
|
|
|
|
return;
|
|
}
|
|
else if(MsgId == NETMSGTYPE_SV_TUNEPARAMS)
|
|
{
|
|
// unpack the new tuning
|
|
CTuningParams NewTuning;
|
|
int *pParams = (int *)&NewTuning;
|
|
for(unsigned i = 0; i < sizeof(CTuningParams)/sizeof(int); i++)
|
|
pParams[i] = pUnpacker->GetInt();
|
|
|
|
// check for unpacking errors
|
|
if(pUnpacker->Error())
|
|
return;
|
|
|
|
m_ServerMode = SERVERMODE_PURE;
|
|
|
|
// apply new tuning
|
|
m_Tuning = NewTuning;
|
|
return;
|
|
}
|
|
|
|
void *pRawMsg = m_NetObjHandler.SecureUnpackMsg(MsgId, pUnpacker);
|
|
if(!pRawMsg)
|
|
{
|
|
char aBuf[256];
|
|
str_format(aBuf, sizeof(aBuf), "dropped weird message '%s' (%d), failed on '%s'", m_NetObjHandler.GetMsgName(MsgId), MsgId, m_NetObjHandler.FailedMsgOn());
|
|
Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "client", aBuf);
|
|
return;
|
|
}
|
|
|
|
// TODO: this should be done smarter
|
|
for(int i = 0; i < m_All.m_Num; i++)
|
|
m_All.m_paComponents[i]->OnMessage(MsgId, pRawMsg);
|
|
|
|
if(MsgId == NETMSGTYPE_SV_READYTOENTER)
|
|
{
|
|
Client()->EnterGame();
|
|
}
|
|
else if (MsgId == NETMSGTYPE_SV_EMOTICON)
|
|
{
|
|
CNetMsg_Sv_Emoticon *pMsg = (CNetMsg_Sv_Emoticon *)pRawMsg;
|
|
|
|
// apply
|
|
m_aClients[pMsg->m_ClientID].m_Emoticon = pMsg->m_Emoticon;
|
|
m_aClients[pMsg->m_ClientID].m_EmoticonStart = Client()->GameTick();
|
|
}
|
|
else if(MsgId == NETMSGTYPE_SV_SOUNDGLOBAL)
|
|
{
|
|
if(m_SuppressEvents)
|
|
return;
|
|
|
|
// don't enqueue pseudo-global sounds from demos (created by PlayAndRecord)
|
|
CNetMsg_Sv_SoundGlobal *pMsg = (CNetMsg_Sv_SoundGlobal *)pRawMsg;
|
|
if(pMsg->m_SoundID == SOUND_CTF_DROP || pMsg->m_SoundID == SOUND_CTF_RETURN ||
|
|
pMsg->m_SoundID == SOUND_CTF_CAPTURE || pMsg->m_SoundID == SOUND_CTF_GRAB_EN ||
|
|
pMsg->m_SoundID == SOUND_CTF_GRAB_PL)
|
|
g_GameClient.m_pSounds->Enqueue(CSounds::CHN_GLOBAL, pMsg->m_SoundID);
|
|
else
|
|
g_GameClient.m_pSounds->Play(CSounds::CHN_GLOBAL, pMsg->m_SoundID, 1.0f, vec2(0,0));
|
|
}
|
|
}
|
|
|
|
void CGameClient::OnStateChange(int NewState, int OldState)
|
|
{
|
|
// reset everything when not already connected (to keep gathered stuff)
|
|
if(NewState < IClient::STATE_ONLINE)
|
|
OnReset();
|
|
|
|
// then change the state
|
|
for(int i = 0; i < m_All.m_Num; i++)
|
|
m_All.m_paComponents[i]->OnStateChange(NewState, OldState);
|
|
}
|
|
|
|
void CGameClient::OnShutdown() {}
|
|
void CGameClient::OnEnterGame() {}
|
|
|
|
void CGameClient::OnGameOver()
|
|
{
|
|
if(Client()->State() != IClient::STATE_DEMOPLAYBACK)
|
|
Client()->AutoScreenshot_Start();
|
|
}
|
|
|
|
void CGameClient::OnStartGame()
|
|
{
|
|
if(Client()->State() != IClient::STATE_DEMOPLAYBACK)
|
|
Client()->DemoRecorder_HandleAutoStart();
|
|
}
|
|
|
|
void CGameClient::OnRconLine(const char *pLine)
|
|
{
|
|
m_pGameConsole->PrintLine(CGameConsole::CONSOLETYPE_REMOTE, pLine);
|
|
}
|
|
|
|
void CGameClient::ProcessEvents()
|
|
{
|
|
if(m_SuppressEvents)
|
|
return;
|
|
|
|
int SnapType = IClient::SNAP_CURRENT;
|
|
int Num = Client()->SnapNumItems(SnapType);
|
|
for(int Index = 0; Index < Num; Index++)
|
|
{
|
|
IClient::CSnapItem Item;
|
|
const void *pData = Client()->SnapGetItem(SnapType, Index, &Item);
|
|
|
|
if(Item.m_Type == NETEVENTTYPE_DAMAGEIND)
|
|
{
|
|
CNetEvent_DamageInd *ev = (CNetEvent_DamageInd *)pData;
|
|
g_GameClient.m_pEffects->DamageIndicator(vec2(ev->m_X, ev->m_Y), GetDirection(ev->m_Angle));
|
|
}
|
|
else if(Item.m_Type == NETEVENTTYPE_EXPLOSION)
|
|
{
|
|
CNetEvent_Explosion *ev = (CNetEvent_Explosion *)pData;
|
|
g_GameClient.m_pEffects->Explosion(vec2(ev->m_X, ev->m_Y));
|
|
}
|
|
else if(Item.m_Type == NETEVENTTYPE_HAMMERHIT)
|
|
{
|
|
CNetEvent_HammerHit *ev = (CNetEvent_HammerHit *)pData;
|
|
g_GameClient.m_pEffects->HammerHit(vec2(ev->m_X, ev->m_Y));
|
|
}
|
|
else if(Item.m_Type == NETEVENTTYPE_SPAWN)
|
|
{
|
|
CNetEvent_Spawn *ev = (CNetEvent_Spawn *)pData;
|
|
g_GameClient.m_pEffects->PlayerSpawn(vec2(ev->m_X, ev->m_Y));
|
|
}
|
|
else if(Item.m_Type == NETEVENTTYPE_DEATH)
|
|
{
|
|
CNetEvent_Death *ev = (CNetEvent_Death *)pData;
|
|
g_GameClient.m_pEffects->PlayerDeath(vec2(ev->m_X, ev->m_Y), ev->m_ClientID);
|
|
}
|
|
else if(Item.m_Type == NETEVENTTYPE_SOUNDWORLD)
|
|
{
|
|
CNetEvent_SoundWorld *ev = (CNetEvent_SoundWorld *)pData;
|
|
g_GameClient.m_pSounds->Play(CSounds::CHN_WORLD, ev->m_SoundID, 1.0f, vec2(ev->m_X, ev->m_Y));
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameClient::OnNewSnapshot()
|
|
{
|
|
m_NewTick = true;
|
|
|
|
// clear out the invalid pointers
|
|
mem_zero(&g_GameClient.m_Snap, sizeof(g_GameClient.m_Snap));
|
|
m_Snap.m_LocalClientID = -1;
|
|
|
|
// secure snapshot
|
|
{
|
|
int Num = Client()->SnapNumItems(IClient::SNAP_CURRENT);
|
|
for(int Index = 0; Index < Num; Index++)
|
|
{
|
|
IClient::CSnapItem Item;
|
|
void *pData = Client()->SnapGetItem(IClient::SNAP_CURRENT, Index, &Item);
|
|
if(m_NetObjHandler.ValidateObj(Item.m_Type, pData, Item.m_DataSize) != 0)
|
|
{
|
|
if(g_Config.m_Debug)
|
|
{
|
|
char aBuf[256];
|
|
str_format(aBuf, sizeof(aBuf), "invalidated index=%d type=%d (%s) size=%d id=%d", Index, Item.m_Type, m_NetObjHandler.GetObjName(Item.m_Type), Item.m_DataSize, Item.m_ID);
|
|
Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
|
|
}
|
|
Client()->SnapInvalidateItem(IClient::SNAP_CURRENT, Index);
|
|
}
|
|
}
|
|
}
|
|
|
|
ProcessEvents();
|
|
|
|
if(g_Config.m_DbgStress)
|
|
{
|
|
if((Client()->GameTick()%100) == 0)
|
|
{
|
|
char aMessage[64];
|
|
int MsgLen = rand()%(sizeof(aMessage)-1);
|
|
for(int i = 0; i < MsgLen; i++)
|
|
aMessage[i] = 'a'+(rand()%('z'-'a'));
|
|
aMessage[MsgLen] = 0;
|
|
|
|
CNetMsg_Cl_Say Msg;
|
|
Msg.m_Team = rand()&1;
|
|
Msg.m_pMessage = aMessage;
|
|
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
|
|
}
|
|
}
|
|
|
|
// go trough all the items in the snapshot and gather the info we want
|
|
{
|
|
m_Snap.m_aTeamSize[TEAM_RED] = m_Snap.m_aTeamSize[TEAM_BLUE] = 0;
|
|
|
|
int Num = Client()->SnapNumItems(IClient::SNAP_CURRENT);
|
|
for(int i = 0; i < Num; i++)
|
|
{
|
|
IClient::CSnapItem Item;
|
|
const void *pData = Client()->SnapGetItem(IClient::SNAP_CURRENT, i, &Item);
|
|
|
|
if(Item.m_Type == NETOBJTYPE_CLIENTINFO)
|
|
{
|
|
const CNetObj_ClientInfo *pInfo = (const CNetObj_ClientInfo *)pData;
|
|
int ClientID = Item.m_ID;
|
|
IntsToStr(&pInfo->m_Name0, 4, m_aClients[ClientID].m_aName);
|
|
IntsToStr(&pInfo->m_Clan0, 3, m_aClients[ClientID].m_aClan);
|
|
m_aClients[ClientID].m_Country = pInfo->m_Country;
|
|
IntsToStr(&pInfo->m_Skin0, 6, m_aClients[ClientID].m_aSkinName);
|
|
|
|
m_aClients[ClientID].m_UseCustomColor = pInfo->m_UseCustomColor;
|
|
m_aClients[ClientID].m_ColorBody = pInfo->m_ColorBody;
|
|
m_aClients[ClientID].m_ColorFeet = pInfo->m_ColorFeet;
|
|
|
|
// prepare the info
|
|
if(m_aClients[ClientID].m_aSkinName[0] == 'x' || m_aClients[ClientID].m_aSkinName[1] == '_')
|
|
str_copy(m_aClients[ClientID].m_aSkinName, "default", 64);
|
|
|
|
m_aClients[ClientID].m_SkinInfo.m_ColorBody = m_pSkins->GetColorV4(m_aClients[ClientID].m_ColorBody);
|
|
m_aClients[ClientID].m_SkinInfo.m_ColorFeet = m_pSkins->GetColorV4(m_aClients[ClientID].m_ColorFeet);
|
|
m_aClients[ClientID].m_SkinInfo.m_Size = 64;
|
|
|
|
// find new skin
|
|
m_aClients[ClientID].m_SkinID = g_GameClient.m_pSkins->Find(m_aClients[ClientID].m_aSkinName);
|
|
if(m_aClients[ClientID].m_SkinID < 0)
|
|
{
|
|
m_aClients[ClientID].m_SkinID = g_GameClient.m_pSkins->Find("default");
|
|
if(m_aClients[ClientID].m_SkinID < 0)
|
|
m_aClients[ClientID].m_SkinID = 0;
|
|
}
|
|
|
|
if(m_aClients[ClientID].m_UseCustomColor)
|
|
m_aClients[ClientID].m_SkinInfo.m_Texture = g_GameClient.m_pSkins->Get(m_aClients[ClientID].m_SkinID)->m_ColorTexture;
|
|
else
|
|
{
|
|
m_aClients[ClientID].m_SkinInfo.m_Texture = g_GameClient.m_pSkins->Get(m_aClients[ClientID].m_SkinID)->m_OrgTexture;
|
|
m_aClients[ClientID].m_SkinInfo.m_ColorBody = vec4(1,1,1,1);
|
|
m_aClients[ClientID].m_SkinInfo.m_ColorFeet = vec4(1,1,1,1);
|
|
}
|
|
|
|
m_aClients[ClientID].UpdateRenderInfo();
|
|
|
|
}
|
|
else if(Item.m_Type == NETOBJTYPE_PLAYERINFO)
|
|
{
|
|
const CNetObj_PlayerInfo *pInfo = (const CNetObj_PlayerInfo *)pData;
|
|
|
|
m_aClients[pInfo->m_ClientID].m_Team = pInfo->m_Team;
|
|
m_aClients[pInfo->m_ClientID].m_Active = true;
|
|
m_Snap.m_paPlayerInfos[pInfo->m_ClientID] = pInfo;
|
|
m_Snap.m_NumPlayers++;
|
|
|
|
if(pInfo->m_Local)
|
|
{
|
|
m_Snap.m_LocalClientID = Item.m_ID;
|
|
m_Snap.m_pLocalInfo = pInfo;
|
|
|
|
if(pInfo->m_Team == TEAM_SPECTATORS)
|
|
{
|
|
m_Snap.m_SpecInfo.m_Active = true;
|
|
m_Snap.m_SpecInfo.m_SpectatorID = SPEC_FREEVIEW;
|
|
}
|
|
}
|
|
|
|
// calculate team-balance
|
|
if(pInfo->m_Team != TEAM_SPECTATORS)
|
|
m_Snap.m_aTeamSize[pInfo->m_Team]++;
|
|
|
|
}
|
|
else if(Item.m_Type == NETOBJTYPE_CHARACTER)
|
|
{
|
|
const void *pOld = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_CHARACTER, Item.m_ID);
|
|
m_Snap.m_aCharacters[Item.m_ID].m_Cur = *((const CNetObj_Character *)pData);
|
|
if(pOld)
|
|
{
|
|
m_Snap.m_aCharacters[Item.m_ID].m_Active = true;
|
|
m_Snap.m_aCharacters[Item.m_ID].m_Prev = *((const CNetObj_Character *)pOld);
|
|
|
|
if(m_Snap.m_aCharacters[Item.m_ID].m_Prev.m_Tick)
|
|
Evolve(&m_Snap.m_aCharacters[Item.m_ID].m_Prev, Client()->PrevGameTick());
|
|
if(m_Snap.m_aCharacters[Item.m_ID].m_Cur.m_Tick)
|
|
Evolve(&m_Snap.m_aCharacters[Item.m_ID].m_Cur, Client()->GameTick());
|
|
}
|
|
}
|
|
else if(Item.m_Type == NETOBJTYPE_SPECTATORINFO)
|
|
{
|
|
m_Snap.m_pSpectatorInfo = (const CNetObj_SpectatorInfo *)pData;
|
|
m_Snap.m_pPrevSpectatorInfo = (const CNetObj_SpectatorInfo *)Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_SPECTATORINFO, Item.m_ID);
|
|
|
|
m_Snap.m_SpecInfo.m_SpectatorID = m_Snap.m_pSpectatorInfo->m_SpectatorID;
|
|
}
|
|
else if(Item.m_Type == NETOBJTYPE_GAMEINFO)
|
|
{
|
|
static bool s_GameOver = 0;
|
|
m_Snap.m_pGameInfoObj = (const CNetObj_GameInfo *)pData;
|
|
if(!s_GameOver && m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER)
|
|
OnGameOver();
|
|
else if(s_GameOver && !(m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
|
|
OnStartGame();
|
|
s_GameOver = m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER;
|
|
}
|
|
else if(Item.m_Type == NETOBJTYPE_GAMEDATA)
|
|
{
|
|
m_Snap.m_pGameDataObj = (const CNetObj_GameData *)pData;
|
|
m_Snap.m_GameDataSnapID = Item.m_ID;
|
|
if(m_Snap.m_pGameDataObj->m_FlagCarrierRed == FLAG_TAKEN)
|
|
{
|
|
if(m_FlagDropTick[TEAM_RED] == 0)
|
|
m_FlagDropTick[TEAM_RED] = Client()->GameTick();
|
|
}
|
|
else if(m_FlagDropTick[TEAM_RED] != 0)
|
|
m_FlagDropTick[TEAM_RED] = 0;
|
|
if(m_Snap.m_pGameDataObj->m_FlagCarrierBlue == FLAG_TAKEN)
|
|
{
|
|
if(m_FlagDropTick[TEAM_BLUE] == 0)
|
|
m_FlagDropTick[TEAM_BLUE] = Client()->GameTick();
|
|
}
|
|
else if(m_FlagDropTick[TEAM_BLUE] != 0)
|
|
m_FlagDropTick[TEAM_BLUE] = 0;
|
|
}
|
|
else if(Item.m_Type == NETOBJTYPE_FLAG)
|
|
m_Snap.m_paFlags[Item.m_ID%2] = (const CNetObj_Flag *)pData;
|
|
}
|
|
}
|
|
|
|
// setup local pointers
|
|
if(m_Snap.m_LocalClientID >= 0)
|
|
{
|
|
CSnapState::CCharacterInfo *c = &m_Snap.m_aCharacters[m_Snap.m_LocalClientID];
|
|
if(c->m_Active)
|
|
{
|
|
m_Snap.m_pLocalCharacter = &c->m_Cur;
|
|
m_Snap.m_pLocalPrevCharacter = &c->m_Prev;
|
|
m_LocalCharacterPos = vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y);
|
|
}
|
|
else if(Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_CHARACTER, m_Snap.m_LocalClientID))
|
|
{
|
|
// player died
|
|
m_pControls->OnPlayerDeath();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_Snap.m_SpecInfo.m_Active = true;
|
|
if(Client()->State() == IClient::STATE_DEMOPLAYBACK && DemoPlayer()->GetDemoType() == IDemoPlayer::DEMOTYPE_SERVER &&
|
|
m_DemoSpecID != SPEC_FREEVIEW && m_Snap.m_aCharacters[m_DemoSpecID].m_Active)
|
|
m_Snap.m_SpecInfo.m_SpectatorID = m_DemoSpecID;
|
|
else
|
|
m_Snap.m_SpecInfo.m_SpectatorID = SPEC_FREEVIEW;
|
|
}
|
|
|
|
// clear out unneeded client data
|
|
for(int i = 0; i < MAX_CLIENTS; ++i)
|
|
{
|
|
if(!m_Snap.m_paPlayerInfos[i] && m_aClients[i].m_Active)
|
|
m_aClients[i].Reset();
|
|
}
|
|
|
|
// update friend state
|
|
for(int i = 0; i < MAX_CLIENTS; ++i)
|
|
{
|
|
if(i == m_Snap.m_LocalClientID || !m_Snap.m_paPlayerInfos[i] || !Friends()->IsFriend(m_aClients[i].m_aName, m_aClients[i].m_aClan, true))
|
|
m_aClients[i].m_Friend = false;
|
|
else
|
|
m_aClients[i].m_Friend = true;
|
|
}
|
|
|
|
// sort player infos by score
|
|
mem_copy(m_Snap.m_paInfoByScore, m_Snap.m_paPlayerInfos, sizeof(m_Snap.m_paInfoByScore));
|
|
for(int k = 0; k < MAX_CLIENTS-1; k++) // ffs, bubblesort
|
|
{
|
|
for(int i = 0; i < MAX_CLIENTS-k-1; i++)
|
|
{
|
|
if(m_Snap.m_paInfoByScore[i+1] && (!m_Snap.m_paInfoByScore[i] || m_Snap.m_paInfoByScore[i]->m_Score < m_Snap.m_paInfoByScore[i+1]->m_Score))
|
|
{
|
|
const CNetObj_PlayerInfo *pTmp = m_Snap.m_paInfoByScore[i];
|
|
m_Snap.m_paInfoByScore[i] = m_Snap.m_paInfoByScore[i+1];
|
|
m_Snap.m_paInfoByScore[i+1] = pTmp;
|
|
}
|
|
}
|
|
}
|
|
// sort player infos by team
|
|
int Teams[3] = { TEAM_RED, TEAM_BLUE, TEAM_SPECTATORS };
|
|
int Index = 0;
|
|
for(int Team = 0; Team < 3; ++Team)
|
|
{
|
|
for(int i = 0; i < MAX_CLIENTS && Index < MAX_CLIENTS; ++i)
|
|
{
|
|
if(m_Snap.m_paPlayerInfos[i] && m_Snap.m_paPlayerInfos[i]->m_Team == Teams[Team])
|
|
m_Snap.m_paInfoByTeam[Index++] = m_Snap.m_paPlayerInfos[i];
|
|
}
|
|
}
|
|
|
|
CTuningParams StandardTuning;
|
|
CServerInfo CurrentServerInfo;
|
|
Client()->GetServerInfo(&CurrentServerInfo);
|
|
if(CurrentServerInfo.m_aGameType[0] != '0')
|
|
{
|
|
if(str_comp(CurrentServerInfo.m_aGameType, "DM") != 0 && str_comp(CurrentServerInfo.m_aGameType, "TDM") != 0 && str_comp(CurrentServerInfo.m_aGameType, "CTF") != 0)
|
|
m_ServerMode = SERVERMODE_MOD;
|
|
else if(mem_comp(&StandardTuning, &m_Tuning, sizeof(CTuningParams)) == 0)
|
|
m_ServerMode = SERVERMODE_PURE;
|
|
else
|
|
m_ServerMode = SERVERMODE_PUREMOD;
|
|
}
|
|
|
|
}
|
|
|
|
void CGameClient::OnPredict()
|
|
{
|
|
// store the previous values so we can detect prediction errors
|
|
CCharacterCore BeforePrevChar = m_PredictedPrevChar;
|
|
CCharacterCore BeforeChar = m_PredictedChar;
|
|
|
|
// we can't predict without our own id or own character
|
|
if(m_Snap.m_LocalClientID == -1 || !m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_Active)
|
|
return;
|
|
|
|
// don't predict anything if we are paused
|
|
if(m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED)
|
|
{
|
|
if(m_Snap.m_pLocalCharacter)
|
|
m_PredictedChar.Read(m_Snap.m_pLocalCharacter);
|
|
if(m_Snap.m_pLocalPrevCharacter)
|
|
m_PredictedPrevChar.Read(m_Snap.m_pLocalPrevCharacter);
|
|
return;
|
|
}
|
|
|
|
// repredict character
|
|
CWorldCore World;
|
|
World.m_Tuning = m_Tuning;
|
|
|
|
// search for players
|
|
for(int i = 0; i < MAX_CLIENTS; i++)
|
|
{
|
|
if(!m_Snap.m_aCharacters[i].m_Active)
|
|
continue;
|
|
|
|
g_GameClient.m_aClients[i].m_Predicted.Init(&World, Collision());
|
|
World.m_apCharacters[i] = &g_GameClient.m_aClients[i].m_Predicted;
|
|
g_GameClient.m_aClients[i].m_Predicted.Read(&m_Snap.m_aCharacters[i].m_Cur);
|
|
}
|
|
|
|
// predict
|
|
for(int Tick = Client()->GameTick()+1; Tick <= Client()->PredGameTick(); Tick++)
|
|
{
|
|
// fetch the local
|
|
if(Tick == Client()->PredGameTick() && World.m_apCharacters[m_Snap.m_LocalClientID])
|
|
m_PredictedPrevChar = *World.m_apCharacters[m_Snap.m_LocalClientID];
|
|
|
|
// first calculate where everyone should move
|
|
for(int c = 0; c < MAX_CLIENTS; c++)
|
|
{
|
|
if(!World.m_apCharacters[c])
|
|
continue;
|
|
|
|
mem_zero(&World.m_apCharacters[c]->m_Input, sizeof(World.m_apCharacters[c]->m_Input));
|
|
if(m_Snap.m_LocalClientID == c)
|
|
{
|
|
// apply player input
|
|
int *pInput = Client()->GetInput(Tick);
|
|
if(pInput)
|
|
World.m_apCharacters[c]->m_Input = *((CNetObj_PlayerInput*)pInput);
|
|
World.m_apCharacters[c]->Tick(true);
|
|
}
|
|
else
|
|
World.m_apCharacters[c]->Tick(false);
|
|
|
|
}
|
|
|
|
// move all players and quantize their data
|
|
for(int c = 0; c < MAX_CLIENTS; c++)
|
|
{
|
|
if(!World.m_apCharacters[c])
|
|
continue;
|
|
|
|
World.m_apCharacters[c]->Move();
|
|
World.m_apCharacters[c]->Quantize();
|
|
}
|
|
|
|
// check if we want to trigger effects
|
|
if(Tick > m_LastNewPredictedTick)
|
|
{
|
|
m_LastNewPredictedTick = Tick;
|
|
m_NewPredictedTick = true;
|
|
|
|
if(m_Snap.m_LocalClientID != -1 && World.m_apCharacters[m_Snap.m_LocalClientID])
|
|
{
|
|
vec2 Pos = World.m_apCharacters[m_Snap.m_LocalClientID]->m_Pos;
|
|
int Events = World.m_apCharacters[m_Snap.m_LocalClientID]->m_TriggeredEvents;
|
|
if(Events&COREEVENT_GROUND_JUMP) g_GameClient.m_pSounds->PlayAndRecord(CSounds::CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, Pos);
|
|
|
|
/*if(events&COREEVENT_AIR_JUMP)
|
|
{
|
|
GameClient.effects->air_jump(pos);
|
|
GameClient.sounds->play_and_record(SOUNDS::CHN_WORLD, SOUND_PLAYER_AIRJUMP, 1.0f, pos);
|
|
}*/
|
|
|
|
//if(events&COREEVENT_HOOK_LAUNCH) snd_play_random(CHN_WORLD, SOUND_HOOK_LOOP, 1.0f, pos);
|
|
//if(events&COREEVENT_HOOK_ATTACH_PLAYER) snd_play_random(CHN_WORLD, SOUND_HOOK_ATTACH_PLAYER, 1.0f, pos);
|
|
if(Events&COREEVENT_HOOK_ATTACH_GROUND) g_GameClient.m_pSounds->PlayAndRecord(CSounds::CHN_WORLD, SOUND_HOOK_ATTACH_GROUND, 1.0f, Pos);
|
|
if(Events&COREEVENT_HOOK_HIT_NOHOOK) g_GameClient.m_pSounds->PlayAndRecord(CSounds::CHN_WORLD, SOUND_HOOK_NOATTACH, 1.0f, Pos);
|
|
//if(events&COREEVENT_HOOK_RETRACT) snd_play_random(CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, pos);
|
|
}
|
|
}
|
|
|
|
if(Tick == Client()->PredGameTick() && World.m_apCharacters[m_Snap.m_LocalClientID])
|
|
m_PredictedChar = *World.m_apCharacters[m_Snap.m_LocalClientID];
|
|
}
|
|
|
|
if(g_Config.m_Debug && g_Config.m_ClPredict && m_PredictedTick == Client()->PredGameTick())
|
|
{
|
|
CNetObj_CharacterCore Before = {0}, Now = {0}, BeforePrev = {0}, NowPrev = {0};
|
|
BeforeChar.Write(&Before);
|
|
BeforePrevChar.Write(&BeforePrev);
|
|
m_PredictedChar.Write(&Now);
|
|
m_PredictedPrevChar.Write(&NowPrev);
|
|
|
|
if(mem_comp(&Before, &Now, sizeof(CNetObj_CharacterCore)) != 0)
|
|
{
|
|
Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "client", "prediction error");
|
|
for(unsigned i = 0; i < sizeof(CNetObj_CharacterCore)/sizeof(int); i++)
|
|
if(((int *)&Before)[i] != ((int *)&Now)[i])
|
|
{
|
|
char aBuf[256];
|
|
str_format(aBuf, sizeof(aBuf), " %d %d %d (%d %d)", i, ((int *)&Before)[i], ((int *)&Now)[i], ((int *)&BeforePrev)[i], ((int *)&NowPrev)[i]);
|
|
Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "client", aBuf);
|
|
}
|
|
}
|
|
}
|
|
|
|
m_PredictedTick = Client()->PredGameTick();
|
|
}
|
|
|
|
void CGameClient::OnActivateEditor()
|
|
{
|
|
OnRelease();
|
|
}
|
|
|
|
void CGameClient::CClientData::UpdateRenderInfo()
|
|
{
|
|
m_RenderInfo = m_SkinInfo;
|
|
|
|
// force team colors
|
|
if(g_GameClient.m_Snap.m_pGameInfoObj && g_GameClient.m_Snap.m_pGameInfoObj->m_GameFlags&GAMEFLAG_TEAMS)
|
|
{
|
|
m_RenderInfo.m_Texture = g_GameClient.m_pSkins->Get(m_SkinID)->m_ColorTexture;
|
|
const int TeamColors[2] = {65387, 10223467};
|
|
if(m_Team >= TEAM_RED && m_Team <= TEAM_BLUE)
|
|
{
|
|
m_RenderInfo.m_ColorBody = g_GameClient.m_pSkins->GetColorV4(TeamColors[m_Team]);
|
|
m_RenderInfo.m_ColorFeet = g_GameClient.m_pSkins->GetColorV4(TeamColors[m_Team]);
|
|
}
|
|
else
|
|
{
|
|
m_RenderInfo.m_ColorBody = g_GameClient.m_pSkins->GetColorV4(12895054);
|
|
m_RenderInfo.m_ColorFeet = g_GameClient.m_pSkins->GetColorV4(12895054);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameClient::CClientData::Reset()
|
|
{
|
|
m_aName[0] = 0;
|
|
m_aClan[0] = 0;
|
|
m_Country = -1;
|
|
m_SkinID = 0;
|
|
m_Team = 0;
|
|
m_Angle = 0;
|
|
m_Emoticon = 0;
|
|
m_EmoticonStart = -1;
|
|
m_Active = false;
|
|
m_ChatIgnore = false;
|
|
m_SkinInfo.m_Texture = g_GameClient.m_pSkins->Get(0)->m_ColorTexture;
|
|
m_SkinInfo.m_ColorBody = vec4(1,1,1,1);
|
|
m_SkinInfo.m_ColorFeet = vec4(1,1,1,1);
|
|
UpdateRenderInfo();
|
|
}
|
|
|
|
void CGameClient::SendSwitchTeam(int Team)
|
|
{
|
|
CNetMsg_Cl_SetTeam Msg;
|
|
Msg.m_Team = Team;
|
|
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
|
|
}
|
|
|
|
void CGameClient::SendInfo(bool Start)
|
|
{
|
|
if(Start)
|
|
{
|
|
CNetMsg_Cl_StartInfo Msg;
|
|
Msg.m_pName = g_Config.m_PlayerName;
|
|
Msg.m_pClan = g_Config.m_PlayerClan;
|
|
Msg.m_Country = g_Config.m_PlayerCountry;
|
|
Msg.m_pSkin = g_Config.m_PlayerSkin;
|
|
Msg.m_UseCustomColor = g_Config.m_PlayerUseCustomColor;
|
|
Msg.m_ColorBody = g_Config.m_PlayerColorBody;
|
|
Msg.m_ColorFeet = g_Config.m_PlayerColorFeet;
|
|
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
|
|
}
|
|
else
|
|
{
|
|
CNetMsg_Cl_ChangeInfo Msg;
|
|
Msg.m_pName = g_Config.m_PlayerName;
|
|
Msg.m_pClan = g_Config.m_PlayerClan;
|
|
Msg.m_Country = g_Config.m_PlayerCountry;
|
|
Msg.m_pSkin = g_Config.m_PlayerSkin;
|
|
Msg.m_UseCustomColor = g_Config.m_PlayerUseCustomColor;
|
|
Msg.m_ColorBody = g_Config.m_PlayerColorBody;
|
|
Msg.m_ColorFeet = g_Config.m_PlayerColorFeet;
|
|
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
|
|
|
|
// activate timer to resend the info if it gets filtered
|
|
if(!m_LastSendInfo || m_LastSendInfo+time_freq()*5 < time_get())
|
|
m_LastSendInfo = time_get();
|
|
}
|
|
}
|
|
|
|
void CGameClient::SendKill(int ClientID)
|
|
{
|
|
CNetMsg_Cl_Kill Msg;
|
|
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
|
|
}
|
|
|
|
void CGameClient::ConTeam(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
((CGameClient*)pUserData)->SendSwitchTeam(pResult->GetInteger(0));
|
|
}
|
|
|
|
void CGameClient::ConKill(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
((CGameClient*)pUserData)->SendKill(-1);
|
|
}
|
|
|
|
void CGameClient::ConchainSpecialInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
|
|
{
|
|
pfnCallback(pResult, pCallbackUserData);
|
|
if(pResult->NumArguments())
|
|
((CGameClient*)pUserData)->SendInfo(false);
|
|
}
|
|
|
|
IGameClient *CreateGameClient()
|
|
{
|
|
return &g_GameClient;
|
|
}
|